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traits.js
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197 lines (179 loc) · 4.93 KB
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const COMMON_MAX_RARITY = 50; //Starts from 1
const UNCOMMON_MAX_RARITY = 75;
const RARE_MAX_RARITY = 95;
const LEGENDARY_MAX_RARITY = 100;
const randomElement = (list) => {
const _random = Math.floor(Math.random() * list.length);
return list[_random];
}
const getBackground = () => {
const _random = Math.floor(Math.random() * LEGENDARY_MAX_RARITY);
if(_random < COMMON_MAX_RARITY) {
return randomElement([
'Lava', 'Forest'
]);
}else if(_random < UNCOMMON_MAX_RARITY) {
return randomElement([
'Mountain', 'Aqua'
]);
}else if(_random < RARE_MAX_RARITY) {
return randomElement([
'Psycho', 'Snow'
]);
}else if(_random < LEGENDARY_MAX_RARITY) {
return randomElement([
'Galaxy'
]);
}
}
const getBodyAndHead = () => {
const _random = Math.floor(Math.random() * LEGENDARY_MAX_RARITY);
if(_random < COMMON_MAX_RARITY) {
return randomElement([
'Normal'
]);
}else if(_random < UNCOMMON_MAX_RARITY) {
return randomElement([
'Normal'
]);
}else if(_random < RARE_MAX_RARITY) {
return randomElement([
'Alien', 'Zombie'
]);
}else if(_random < LEGENDARY_MAX_RARITY) {
return randomElement([
'Gold'
]);
}
}
const getOutfit = () => {
const _random = Math.floor(Math.random() * LEGENDARY_MAX_RARITY);
if(_random < COMMON_MAX_RARITY) {
return randomElement([
'Gap', 'Hoodie', 'Tanktop', 'Lumberjack'
]);
}else if(_random < UNCOMMON_MAX_RARITY) {
return randomElement([
'Shirt with holes'
]);
}else if(_random < RARE_MAX_RARITY) {
return randomElement([
'Blue Jacket', 'Red Jacket'
]);
}else if(_random < LEGENDARY_MAX_RARITY) {
return randomElement([
'Pink Hoodie'
]);
}
}
const getNose = () => {
const _random = Math.floor(Math.random() * LEGENDARY_MAX_RARITY);
if(_random < COMMON_MAX_RARITY) {
return randomElement([
'Common'
]);
}else if(_random < UNCOMMON_MAX_RARITY) {
return randomElement([
'Common'
]);
}else if(_random < RARE_MAX_RARITY) {
return randomElement([
'Common'
]);
}else if(_random < LEGENDARY_MAX_RARITY) {
return randomElement([
'Common'
]);
}
}
const getMouth = () => {
const _random = Math.floor(Math.random() * LEGENDARY_MAX_RARITY);
if(_random < COMMON_MAX_RARITY) {
return randomElement([
'Happy', 'Surprise', 'Serious'
]);
}else if(_random < UNCOMMON_MAX_RARITY) {
return randomElement([
'Full Beard','Moustache',
]);
}else if(_random < RARE_MAX_RARITY) {
return randomElement([
'Lips', 'Twisted'
]);
}else if(_random < LEGENDARY_MAX_RARITY) {
return randomElement([
'Lock Beard',
]);
}
}
const getEyes = () => {
const _random = Math.floor(Math.random() * LEGENDARY_MAX_RARITY);
if(_random < COMMON_MAX_RARITY) {
return randomElement([
'Chill', 'Angry'
]);
}else if(_random < UNCOMMON_MAX_RARITY) {
return randomElement([
'Surprise'
]);
}else if(_random < RARE_MAX_RARITY) {
return randomElement([
'Shame'
]);
}else if(_random < LEGENDARY_MAX_RARITY) {
return randomElement([
'Focus'
]);
}
}
const getSunglasses = () => {
const _random = Math.floor(Math.random() * LEGENDARY_MAX_RARITY);
if(_random < COMMON_MAX_RARITY) {
return randomElement([
'Empty'
]);
}else if(_random < UNCOMMON_MAX_RARITY) {
return randomElement([
'Empty', 'Pirate Patch'
]);
}else if(_random < RARE_MAX_RARITY) {
return randomElement([
'Cateyes', 'Aviator'
]);
}else if(_random < LEGENDARY_MAX_RARITY) {
return randomElement([
'Thug Sunglasses'
]);
}
}
const getHeadwear = () => {
const _random = Math.floor(Math.random() * LEGENDARY_MAX_RARITY);
if(_random < COMMON_MAX_RARITY) {
return randomElement([
'Empty'
]);
}else if(_random < UNCOMMON_MAX_RARITY) {
return randomElement([
'Empty', 'Blue Bandana', 'Red Bandana',
'Sailor', 'Purple Hat', 'Wizard', 'Cowboy'
]);
}else if(_random < RARE_MAX_RARITY) {
return randomElement([
'Purple Punk', 'Pink Punk', 'Bowler', 'Backwards Camo'
]);
}else if(_random < LEGENDARY_MAX_RARITY) {
return randomElement([
'Leaves', 'Rasta'
]);
}
}
module.exports = {
getBackground,
getBodyAndHead,
getOutfit,
getNose,
getMouth,
getEyes,
getSunglasses,
getHeadwear
}